Things To Know About LUMEN [Unreal Engine 5]
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- čas přidán 1. 06. 2024
- DISCLAIMER: Please take some of the advice in this video with a grain of salt, as this video was released 1-2 days after the release of UE5 Early Access, before much documentation on Lumen was available.
Some of the things in this video could be outdated now.
Lumen is a brand new feature that was made available in Unreal Engine 5 as of May 26th. As we all know, UE5 came out of the blue, and with it, a plethora of new tools! This tutorial covers how to use Lumen, how to fix common issues, and limitations of Lumen.
We talk about how to fix noisy shadows, GI issues, and console commands.
Yeah. Console commands are still here. Yay.
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Console Commands used in the video
Reducing noise:
r.Shadow.Virtual.SMRT.RayCountLocal
Soften shadows:
r.Shadow.Virtual.SMRT.SamplesPerRayLocal
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Epic Documentation on UE5:
docs.unrealengine.com/5.0/en-US/
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#unrealengine5
#lumen
#nanite
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This video is NOT sponsored. Some product links are affiliate links which means if you buy something I'll receive a small commission.
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Timestamps:
00:00 - Intro
01:35 - Project Settings
02:16 - Scene Setup
05:49 - Troubleshooting & Tips
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Hey everyone, I'm going to pin all the solutions that some of you in the comments have figured out, to make it easier for everyone to find:
- To fix the skybox issue at 12:00, just disable "Affect Distance Field Lighting" in the dome mesh details and you'll be good to go. The same is valid for any mesh you want to exclude from Lumen GI calculations for some reason like an unsolvable bouncing glitch or something.
- Regarding the Nanite tree. The shadows can be fixed by turning on distance field shadows on your direct light. Also the disappearing leaves can be fixed by using a custom LoD on the tree which Nanite should use for lowest detail level. It's explained in the UE5 docs how to do this."
..Aaand just after I post my comment about the sky dome I notice immediately you have two solutions, thank you haha
Another way to solve it is by ticking an option on the HDRI material called "Is sky"
For the shadows, try going into the project settings under "shadow map method" and change it from shadow map to Virtual shadow maps (beta) and see how that looks.
Å
Please make a video about lumen reflections
12:00 To solve the issue with the dome interfering with Lumen GI, just disable "Affect Distance Field Lighting" in the dome mesh details and you'll be good to go. The same is valid for any mesh you want to exclude from Lumen GI calculations for some reason like an unsolvable bouncing glitch or something.
I dont think its a glitch but an unintended feature. If you look at the demo scene, you go into any of the static meshes like rocks, its black. GI isnt rendered there. So my guess is, that it thinks thats a static mesh in the level like those rocks so it doesnt allow GI bounce calculations inside the mesh, (possible performance cost). The sphere is just a large static mesh, the Lumen doesnt know that its a sky sphere so it treats it like any other mesh, so you would have to toggle off affect distance field lighting in order for it to get it to work.
That's very helpful Guilherme
Wow Thank You
man thank you so much!
Thanks dude. I was about to look into this, but you saved me the headache.
The only youtuber I could watch for an hour plus and when it ends, still want: _MORE INPUT!_ :)
With or Without the lisp?
True
@@4dchessplayer516 Hehe being 75% deaf certainly leads to me not always knowing I'm mispronouncing words, there's a whole frequency of sounds I never heard before. So hopefully my lisp isn't tooooo bad! You're the first one here to point it out so far!
Man count me in !! ☕
@@4dchessplayer516 I don't remember hearing one, I only heard technical goodness... I suppose you are utterly pristine in every way with perfect perspicacity... _(he's off to look up perspicacity,..)_
William, there have been many occasions that I have thrown in the towel to learning UE. Now that 5 is out, I tried again. After searching many channels for some basic real world hands on help you have proven to be the sole reason I'm sticking with learning and applying this tool in my work setting. Thanks so much! keep up the great work!
I only recently found your channel and started learning UE5. What a great resource your channel is! Love your content. Really well explained.
As a professional, I just want to say that you are by far the best Unreal teacher on this whole platform. You have basically been my unreal go-to for the last two months and thanks to you I learned extremely fast in very little time. Pure quality of information. Keep up the great work.
Your tutorials are a life saver
I kept looking into shadows but every option I ticked/changed made the scene a little bit weird. Thanks so much!
I was just going to sleep and was thinking there's no way I'm going to watch the whole 13 minute video at 3:30 am but oh boy, just finished watching the video. Thanks for all the tips. You have a super nice & calm voice 👌
So many informations in a such short time period. Crazy days!!!
Thank you for your videos, now I'm finally understang something about UE :)
Thanks so much for this! I recently tried migrating one of my archviz projects to UE5 but encountered these exact obstacles (especially with landscape foliage) and you pretty much answered my would be inquiries here. :)
Hi! I just starting UE 5 not knowing anything about Game engine although I know a little about unity. Your quick tutorials and tips are great, thanks!
Great tutorial with some very helpful tips, thanks! Also good that you upload in higher resolution, for me streaming the interface in 1440p (on a 1920x1080 screen) makes it much easier on the eyes
Hey man. I'm loving you ish! It's just the ish I need to know. I appreciate you taking the time to figure this stuff out and sharing your knowledge.
Dude, thanks for this, I didn't know that the nanite had an opacity issue. I spent an hour trying to find an answer
The pleasure is mine! Just throw polygons at it instead of masking, that way you get nanite to work without having to worry about translucency issues!
@@WilliamFaucher Hi William!! Thank you so much for your video. Can you elaborate on what it means to "throw polygons at it" instead of masking? Sounds key. Thank you!
Subscribed!
@@Ertie basically have each leaf be modeled instead of using cards with alpha! More polygons, yes, but ue5 can handle that
@@WilliamFaucher Nice, thanks a bunch.
This was awesome, thank you!! So excited to try Lumen, and good to know ahead of time I might be running into those roadblocks
CHeers! Lumen is fantastic! Has it's share of issues, but it's getting there!
I don’t know who’s more beautiful, you or the new UI😂 great video!
Edit: lumen reflections uses proxy mesh that are generated when building Nanite. If mesh is not built with nanite then it uses previously methods( as in UE4).
Setting proxy resolution to 100 will keep it same as original but will take more time while building nanite.
Hhaha thank you! That's very interesting, good to know. Thanks for sharing this tip!
IMO the UI is overdone, they need to bring back the features that made it easy to just look at something and know what it is rather than having to investigate. For instance, in the world view (the list of objects in scene), the eye that shows whether something is visible or not, is not hidden until you hover your cursor over it.
Also, the UI earlier had much more depth to it, which aided in overall workflow. Too much flat stuff while looks nice aesthetically, ends up becoming not informative enough for use.
@@emar779 I don't agree. It has always surprised me how unprofessional it looked for such a powerfull piece of software. Reminded me of the kind of UI's you find in games.
@@Scrapemist if you're placing aesthetics first rather than function then that's not going to go well. All powerful things look ugly first and I expect them to bring back many of the useful visual aids present in UE4.
I am an artist and have been in UX myself so UE4 initially looked strange to me as well but once you use it you see why it is what it is. Some of the worst software I have ever used looked "professional" much like some of the most clueless people in industry look professional with their ties and suits but in the end looks don't matter if the functionality is missing.
@@emar779 Let's agree to disagree ;)
gosh I just discovered you and I istantly subscribed! You are great at explaining and tell things how they do work/not work or how make them forcefully work!
and I didn't noticed the real GI from emissive materials, now I'm a child at christmas too!!!
Thanks so much! Welcome to the community!
Oh my gosh this solved the issue that was driving me crazy! I'm rendering out a scene from the sequencer and shadows/reflections looked different in render than they did real time, also there was no lumen bounced light. Deleted my HDRI dome just like you did and it solved everything! Thanks you!
Hands down my fav channel for Unreal stuff. You are awesome bro :D.
Exactly what i was looking for. Hope you will make more tips and tricks vidros on lumen as you learn in time.
That's the plan! I wanted to get this out because I know I'm not the only one running into these issues!
Thanks for this and glad I'm not the only one having problems with shadows in indoor scenes. Hopefully this will get fixed and without needing to use console would be a huge bonus.
Always on the top William !! Keep up the good work ! ;)
That one about the skydome was super eye opening thank you
Hello William, I've been following you for few months, your videos are so helpful and straight to point and, I have a suggestion you can put it in your consideration if it worth. To save time typing many console commands especially the many re-usable ones, you can create an actor, plug the most used console commands in "Execute Console Command" node and the connect it with a custom event and make sure to check (Call in Editor) option in it. finally, drag and drop this actor into your level and you can then click on which console command you want to use. I think you can use structs or enums to make it better and more advanced. I hope you got a benefit from this comment!! :D
Emissive Material Really awesome i am loving it......thanks for the tips
This is good to know! Ty for the tips as always 😉
Nanite ad Lumen are bloody amazing. The fact that either of them work on current hardware in any useful way is just mind-blowing. I figured we were getting closer to good tech for Lumen in the next couple years but I also figured we were still at least 7-10 years away from anything like Nanite...
Your one of the only tolerable straight forward CZcamsr thanks man
yes thank you, the screen space kind of aspect of the lumen is the reason that i watched your video, and i am glad that i am not the one experiencing it. thank you sooo much you are so awesome.
Cheers! Happy to help!
I don't even use UE5, but this was great. You've addressed my curiosity, especially with the Nanite tree limitation.
Nice tutorials !!!! big fan
This guy! What a bloke. Thanks for sharing and your channel in general.
Thanks for the video! Very helpful.
Great video William "the Brave" Faucher. Someone noticed if there are other things that could interfere with Lumen GI aside of Skydomes?
Man, you're blowing my mind as always with your knowledge about ue
Thanks so much!
Great tips and helpful content as ever 👍
Loved the way you explained Will!! love you man!!
Thanks so much! I'm just glad it could help!
Super glad I found this Chanel ❤️ great insight
Thank you!
Thank You so much for your tutorials. Nice and easy to understand! Your my goto guy when all other fails 🤩🤩🤩
Thanks for the video. I think that problem with HDR dome - is a Distance field generation from that dome. So you have a huge sphere that overlaps your scene objects with her own distance field mesh. You need "open" meshes to work the lumen properly.
About the BGSphere (HDRI dome) problem. You can fix it two ways:
1) Incrase the scale of the BG Sphere drastically
2) use checkbox for that BG Sphere mesh and UNCHECK: Affect Distance Field Lighting
BTW: thanks for your tutorials and for sharing us your knowledge !
Thanks for the tip! I’ll have to try that out.
thank you so much for doing this! And are you going to do UE5 tutorials about anything new as well?
Oh I absolutely will! I'll be covering UE4 and UE5 simultaneously :)
great tutorial man, this was really helpful
Cheers! Happy to help!
thank you for creating amazing tutorial and giving me solutions of common issues :)
The pleasure is mine! Thanks for watching!
I have you on "Notify All", I love this content! Looking foward to learning from you Master! :)
Thanks so much! You're too kind!
First time seeing this guy on here and I immediately did the same. This guy is pretty awesome and I hope he continues to make more videos like this!
@@MPRX87 You’re too kind! Welcome to the community!
Invaluable video! Thanks
8:13 I found a checkbox to improve soft light in area lights. :)
*Steps*
1. Create a RectLight
2. Go to Distance field Shadows section
3. Enable Distance Field Shadow.
4. Enjoy and share it in your videos
Another trick. To improve the noisy shadows (it is only noticeable in playing mode, not in the viewport)
*Steps*
1. Create a Post ProcessVolume
2. Go to Rendering Features > Misc
3. Type 200 in the Screen Percentage (This is duplicating the amount of pixel calculated, so be careful if you want performance).
4. Hit the play button
5. Enjoy and share it in your videos
you are amazing tooooooooooooooooooooooo
Thanx for another great tutorial.
I have two questions about HDRI dome.
Did you try messing with single sided material or single sided mesh(dome) + switching normals perhaps? Maybe that could make some change for HDRI illumination.
And is there the same problem when using HDRI Backdrop?
I do architectural visualization and HDRIs are very important for me.
Also I did not see anyone mentioning GPU lightmass baking. Do you know has that been improved or changed in any way comparing to 4.26? Tnx.
5:09 that's impressive
Ikr
you answered all the questions i had, thank you very much.
Happy to help! Cheers!
Great video, thanks for explaining some of this. I think it would also be helpful if you could do a video talking about the differences with translucency in Lumen. I noticed that turning Lumen's emissive GI only works when Translucency is set to Raster
That is correct, from what I gather, Lumen doesnt work with translucency very well, for now!
ive been waiting for this vid 😊
YES! Finally some green trees in this rocky scene. You are the first William:)
nice one mate, thanks for the vid!
Great info as always!! Thanks!!
I'm having an issue that for an interior scene the lumen GI seems to be working like a screen space GI. That is if I start a camera animation facing away from the light source coming from lets say a window, the scene looks as if there was no GI at all. But if in the editor I move from a position were I can see the light from the window to facing away from.the window the GI is working fine bouncing nicely everywhere.
Any idea how to fix/work around this?
Emissive lighting is amazing here.
That last tip was so useful
Love your videos mate!
Thank you!
15 years ago it took me a day to render a frame like this by FinalRender, amazing how processing power is growing!
Same. I remember how much time it took to render one frame with the PoV raytracer. And now we have real-time rendering of such high quality. It blows the mind.
Subscribed and liked, this is awesomeness in 13min straight
Thank you! Welcome to the community!
Thank u so much for your work man :)
Great channel! Keep it up and thanks for the knowledge!
Thank you!
i see another new video from William, first i press the like button
then seeing it in full res
Very useful and exciting
thank you
Thank you for this tutorial. I was like a 5 year old as well yesterday when I saw the reveal. I'm so excited about Unreal 5.
Hahah glad to know I wasn't alone!
Thanks for the early access tutorial
You can enable "Use Hardware Raytracing" under the Lumen settings in the project settings which will make the reflections a lot better as well!
Good tip! Thank you!
weirdly enough just enabling hardware support for lumen on my 2080 dropped my framerate in the demo from 40 to 4...
@@tangorn666 haha well, I think what it does is that instead of using software trickery to create reflections it uses the benefits of raytracing to bring increased accuracy and visual fidelity (more pretty and accurate reflections) at the cost of performance. I saw a video of a guy doing interior visualisation and when he hit that switch the reflections got soo much better.
Probably better for an production environment or for gaming on like a 3090. For your average gamer this is probably pretty unnecessary.
@@tangorn666 Keep in mind UE5 is still very beta, lots of things are buggy, unsupported, and just not optimized yet!
@Pawel Fugiel Do you have a raytracing enabled GPU, like a 3080?
Good stuff man, thanks for sharing your findings.
Cheers! Thanks for watching!
You are a legend, thanks! Any idea on how to stop emissive materials disappearing over a distance?
You're content is awesome and by seeing what can be achieved with Unreal + what I see every day at my workplace (I work as an IT at a VFX Studio called MATHEMATIC) it gives me more and more motivation to start the adventure.
However I would like to know at this moment, would you recommend me to start my work in UE4 or UE5 ? My final goal is to make a short film with + Post process and Montage and everything, but I don't know if UE5 have or will have all the features that you showcased previously on your channel (even some specific things like stencil layers)
And on top of that, I wonder what engine is the most power consuming for the same level of realism, even tho I have a pretty powerful pc (RTX 3070, 32GB RAM and Ryzen 9)
Thanks in advance for your response and keep hard working on your content because we can clearly that you put effort in creating those videos and personnally I love your content🤗
keep up the great content William. your my default go to guy, for cheat sheets when i get stuck or forget something.
It is worrying at this early stage that they list raytracing as being depreciating, particularly when it works better on
shiny surfaces or for basically the entire product review industry (Automotive for me)
Hope they improve it or have some sorta cvar to correct it.
@@ManethBimsara The reason it's being deprecated is that Lumen will include fully accurate raytraced reflections and a better version of it. Here's the relevant part of the developer stream: czcams.com/video/6W1DFdLiWN8/video.html
I wouldn't be worried, they're going to go with what offers the best look and the best performance. The nice thing is that we will have a series of options to choose from, that adapts best to your specific use case. I like having multiple options!
Thank you for sharing this information, I salute you ☺
Great video as usual! Have seen a few cinematics created that look good really cool. One thing I have noticed - sometimes when a camera cuts to another camera you can sometimes see it having to adjust the lighting and shadow so it catches up. Is it possible to add a delay between camera cuts to allow it to load properly?
Yeah you can add warm-up frames in Movie Render Queue :)
Hey William, Can you make a tutorial for Interior lighting in games? That talks about good visual fidelity while also keeping it optimized for games? I really wanna learn it from you
Thank you William. Great video.
Thanks!
Hi William! Thank you for sharing all this information! I 'd like to ask if you have any tips for material libraries like that of Twinmotion, or floorings which has to be transferred from project to project and to be removed in the end. As I use to work with custom material libraries and Sigershaders in 3Ds Max for Archviz, I find it a bit time consuming and I don't know if this is the best strategy
Wonderful video! Thanks!
Cheers!
Brilliant vid, thanks !
Thank you!
My new favourite channel. The cinematography stuff is dynamite.
Thank you so much! Welcome to the community!
I'm just getting into Unreal5, just want to say thanks!
Great video super excited about Unreal 5 and I was excited about the emissive lighting as well, it's just so freaking cool. :) Also where do we get the desert sample map? Maybe i missed it somewhere.
Thanks! You can find it in the UE5 tab of the Epic Launcher. Scroll down the page, the download link is there. Careful, it's 100gb!
really well explained, you deserve way more views man! some other channels are just doing 'UE5 reaction' videos which are pretty useless, but they got way more views, whats wrong with CZcams LOL
Hahah they get the clicks! But then again I don’t want that audience subscribing. I want my audience to be passionate artists like myself, people who engage well. It’s better in the long run :)
Looks great! Very nice introduction. Are the assets scenes available to practice with?
Thank you! Yes, you have access to the entire Megascans Library!
Your constructive criticism is the best of the video. New subscriber for that.
Thank you! And welcome to the community!
As always thank you!!!!!!
You are my favorite William, Not because you are great artist. It because you looking like Andrew Garfield. And Andrew is very good actor. Thanks a lot William.
Great one William!
Thanks man!
Even with the occasional dodgy shadows, I'm impressed how good it looks.
I know right? This is very promising.
Thanks for sharing the skybox debug :) I tested it with an exterior scene and also meet exact the same issue due to skybox. gonna give disable DFL a go.
The pleasure is mine, Maria! Good luck!
Can you work with passes so that for the last problem you disable the hdri dome to interact with the directional light? Then you can have both.
You are awesome. Thx man for all the tutorials.
Question: Is Lumen going to replace the SSGI for exteriors? Since I guess ray tracing still would be the go to for interiors.
or am I getting it all wrong?
Again thank you!
Oh Lumen is 100% going to be replacing SSGI. It's superior in every way. That said, Lumen is partially screenspace at far distances anyway.
@@WilliamFaucher thank you for making that clear.
Many thanks !
An other Ace Video William. Could you talk some about Distance Field Occlusion, with Lumen it seems to rely lots on it, and I am having some problems with geometry and Distance field. Any rule of thumb for geometries? such too close planes or forcing single planes? etc.
Thanks William! Keep testing ue5 together)
Best unreal content ever! Keep it up💪💪
dude you are awesome -- ! thanks just subbed!
Thank you! Welcome to the community!
your channel is like a treasure box for us unreal users 😉
damn the fact that an emmissive material is enough to light up your scene is just outstanding to me!!! INTENSITY!!
I know right?! It's crazy!
amazing bro and tnx for great tutorial 👍👍🙏🙏
what is change in rendering ???
I haven't tried Movie Render Queue, yet! I will though!
@@WilliamFaucher thankyou so much brother 🙏🙏🙏
Thanks, William 🍻
Hi William Thank you for making such valuable video, i watch them all the time, recently i ran into some shadow noise issue in ue5 that i cant figure out. Its only happening on a very very tiny lego size character with a groom. Groom casts a lot of noise and shadows are very bad on edges from the char. I dont want to scale up tiny size char but hope there are couple of settings or console commands that you can recommend to try? Thanks so much in advance! This in in ue5 with lumen